Renaming msdfSampler to linearSampler; adding loadShaderModule utility method; busting the rain render out of its render bundle (which won't be useful long-term).

This commit is contained in:
Rezmason
2021-11-03 20:01:59 -07:00
parent 8f09fade43
commit f8959cd7d9
4 changed files with 20 additions and 22 deletions

View File

@@ -4,8 +4,8 @@ WebGPU
Render targets
Resize accordingly
Blur: compute or render?
What is workgroupBarrier in compute shaders?
The other passes should be a breeze
Just add them to the render bundle
Make sure you got CORS right in the texture fetch
Update links in issues

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@@ -1,5 +1,6 @@
import std140 from "./std140.js";
import { getCanvasSize, loadTexture, makeUniformBuffer } from "./utils.js";
import { getCanvasSize, loadTexture, loadShaderModule, makeUniformBuffer } from "./utils.js";
const { mat4, vec3 } = glMatrix;
const rippleTypes = {
@@ -30,8 +31,7 @@ export default async (canvas, config) => {
canvasContext.configure(canvasConfig);
const msdfTexturePromise = loadTexture(device, config.glyphTexURL);
const rainShaderPromise = fetch("shaders/wgsl/rainPass.wgsl").then((response) => response.text());
const assets = [loadTexture(device, config.glyphTexURL), loadShaderModule(device, "shaders/wgsl/rainPass.wgsl")];
// The volumetric mode multiplies the number of columns
// to reach the desired density, and then overlaps them
@@ -121,14 +121,12 @@ export default async (canvas, config) => {
};
updateCameraBuffer();
const msdfSampler = device.createSampler({
const linearSampler = device.createSampler({
magFilter: "linear",
minFilter: "linear",
});
const [msdfTexture, rainShader] = await Promise.all([msdfTexturePromise, rainShaderPromise]);
const rainShaderModule = device.createShaderModule({ code: rainShader });
const [msdfTexture, rainShaderModule] = await Promise.all(assets);
const rainComputePipeline = device.createComputePipeline({
compute: {
@@ -175,7 +173,7 @@ export default async (canvas, config) => {
const renderBindGroup = device.createBindGroup({
layout: rainRenderPipeline.getBindGroupLayout(0),
entries: [configBuffer, timeBuffer, sceneBuffer, msdfSampler, msdfTexture.createView(), cellsBuffer]
entries: [configBuffer, timeBuffer, sceneBuffer, linearSampler, msdfTexture.createView(), cellsBuffer]
.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
.map((resource, binding) => ({
binding,
@@ -183,15 +181,6 @@ export default async (canvas, config) => {
})),
});
const bundleEncoder = device.createRenderBundleEncoder({
colorFormats: [presentationFormat],
});
bundleEncoder.setPipeline(rainRenderPipeline);
bundleEncoder.setBindGroup(0, renderBindGroup);
bundleEncoder.draw(numVerticesPerQuad * numQuads, 1, 0, 0);
const renderBundles = [bundleEncoder.finish()];
const renderPassConfig = {
colorAttachments: [
{
@@ -228,8 +217,11 @@ export default async (canvas, config) => {
renderPassConfig.colorAttachments[0].view = canvasContext.getCurrentTexture().createView();
const renderPass = encoder.beginRenderPass(renderPassConfig);
renderPass.executeBundles(renderBundles);
renderPass.setPipeline(rainRenderPipeline);
renderPass.setBindGroup(0, renderBindGroup);
renderPass.draw(numVerticesPerQuad * numQuads, 1, 0, 0);
renderPass.endPass();
const commandBuffer = encoder.finish();
device.queue.submit([commandBuffer]);

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@@ -27,6 +27,12 @@ const loadTexture = async (device, url) => {
return texture;
};
const loadShaderModule = async (device, url) => {
const response = await fetch(url);
const code = await response.text();
return device.createShaderModule({ code });
};
const makeUniformBuffer = (device, structLayout, values = null) => {
const buffer = device.createBuffer({
size: structLayout.size,
@@ -40,4 +46,4 @@ const makeUniformBuffer = (device, structLayout, values = null) => {
return buffer;
};
export { getCanvasSize, loadTexture, makeUniformBuffer };
export { getCanvasSize, loadTexture, loadShaderModule, makeUniformBuffer };

View File

@@ -60,7 +60,7 @@
// Render bindings
[[group(0), binding(2)]] var<uniform> scene : Scene;
[[group(0), binding(3)]] var msdfSampler : sampler;
[[group(0), binding(3)]] var linearSampler : sampler;
[[group(0), binding(4)]] var msdfTexture : texture_2d<f32>;
[[group(0), binding(5)]] var<storage, read> cells_RO : CellData;
@@ -416,7 +416,7 @@ fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
var msdfUV = (glyphUV + symbolUV) / f32(config.glyphTextureColumns);
// MSDF : calculate brightness of fragment based on distance to shape
var dist = textureSample(msdfTexture, msdfSampler, msdfUV).rgb;
var dist = textureSample(msdfTexture, linearSampler, msdfUV).rgb;
var sigDist = median3(dist) - 0.5;
var alpha = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);